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Personification is the representation of a thing or abstraction as a person, often as an embodiment or incarnation. [1] In the arts, ...
Frankenstein; or, The Modern Prometheus is an 1818 Gothic novel written by English author Mary Shelley. Frankenstein tells the story of Victor Frankenstein, a young scientist who creates a sapient creature in an unorthodox scientific experiment. Shelley started writing the story when she was 18, and the first edition was published anonymously ...
Personification of Music by Antonio Franchi, c. 1650 Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. [ 1 ] It is considered to be an innate tendency of human psychology. [ 2 ]
The Creature of Dr. Frankenstein appears as the main character in the 2019 video game 'The Wanderer: Frankenstein's Creature' (Nintendo Switch, PC, iOS/Android). The game was co-produced by La Belle Games and Arte and is a point-and-click narrative adventure which features a story based more closely on Mary Shelley 's novel than a number of ...
The eight lines from "Mutability" which are quoted in Frankenstein occur in Chapter 10 when Victor Frankenstein climbs Glacier Montanvert in the Swiss Alps and encounters the Creature. Frankenstein recites: "We rest. – A dream has power to poison sleep; We rise. – One wandering thought pollutes the day; We feel, conceive or reason, laugh or ...
According to Marcus K. Harmes in contrasting Lee's creature with the one played by Karloff, "Lee's actions as the monster seem more directly evil, to judge from the expression on his face when he bears down on the helpless old blind man but these are explained in the film as psychopathic impulses caused by brain damage, not the cunning of the ...
Before Frankenstein came to the university, he had lost his interest in science, believing that nothing could be known about the world and disappointed by the inability of science to match the goals of the alchemists he once studied. [2] At the conclusion of the lecture, Waldman makes a statement that has a great impact on Frankenstein.
Max Duperray explains that the choice of the term "horror" served to distinguish a later school within the Gothic movement, which Frankenstein is partly part of: "[...] whereas the early novels separate good and evil with an insurmountable barrier," he writes, "the later ones usher in the era of moral ambiguity, involving the reader more deeply in the mysteries of the transgressive ...